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Support::Packetcollector Any PacketCollector related problems or questions should be posted here. |

05-30-2010, 10:03 AM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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The extractor app is written using C# 2010 Express and needs .NET Framework version 4 which you can get from http://msdn.microsoft.com/en-us/netf...k/default.aspx (Click on the Download .NET 4 link on that page).
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05-30-2010, 11:37 AM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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I've populated about 20-25 zones from SoF to SoD. I will be more than glad to post them here. And I will continue to keep on populating.
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05-30-2010, 01:04 PM
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Discordant
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Join Date: Jan 2002
Posts: 305
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Quote:
Originally Posted by Akkadius
I've populated about 20-25 zones from SoF to SoD. I will be more than glad to post them here. And I will continue to keep on populating.
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Did you verify them in-game too?  Anxious to see this in action!
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05-30-2010, 01:12 PM
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Administrator
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Join Date: Feb 2009
Location: MN
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Quote:
Originally Posted by steve
Did you verify them in-game too?  Anxious to see this in action!
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Yes I did verify this, I've dumped all of them. Beauty of the program is too is that you can always recapture and redump.
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Nevertheless, this is the most exciting thing to come out in a long time for EQEmu in my mind.
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I fully agree. I believe we should get together a collection of dumps and keep them posted somewhere.
Derision, I am very thankful of your contributions to this community. Likewise every other developer.
Another suggestion: Incrementing the ID's by adding a hundred or something for versions. For example, Zone 6 (Highkeep) Version 1, instead of 6000 for all the increments, have it be 6100 or something of that nature. Another thing, when you export another version, the door ID's need to increment differently, otherwise you are going to get conflicting doors. Version 1 needs to change the door ID increments to something like 1000 cause I know there are some zones with a couple hundred doors.
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05-30-2010, 01:08 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Found a problem, spawngroup is using the npcid for its id instead of the one you specify. The funny thing is, spawnentry is using the proper spawngroupID (meaning, the one you specify, and not the npcid.) In my testing, all other IDs look to be OK.
Just a friendly word of warning, if you are building zones against the PEQ database, the program defaults often conflict with existing data, which is destroyed when you source in the output.
Nevertheless, this is the most exciting thing to come out in a long time for EQEmu in my mind.
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05-30-2010, 02:12 PM
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Discordant
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Join Date: Jan 2002
Posts: 305
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Quote:
Originally Posted by cavedude
Just a friendly word of warning, if you are building zones against the PEQ database, the program defaults often conflict with existing data, which is destroyed when you source in the output.
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What would be your suggestion in order to keep everything compatible and to be able to submit it to PEQ?
Also, this just gets doors, zone entries, NPC entries in-game. What about adding in special attacks, spells, loot, etc? What's the easiest way to help with this?
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05-30-2010, 02:13 PM
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Administrator
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Join Date: Feb 2009
Location: MN
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Quote:
Originally Posted by steve
What would be your suggestion in order to keep everything compatible and to be able to submit it to PEQ?
Also, this just gets doors, zone entries, NPC entries in-game. What about adding in special attacks, spells, loot, etc? What's the easiest way to help with this?
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He did say it was just an early version, I am sure he is going to add quite a bit more to it.
EDIT: For those who want it, here are some zones that I collected, not all of them because I did some for personal.
I wouldn't say this is PEQ standard, but doors are all there, spawns, pathing for about 1-4 minutes. Merchant lists as much as possible.
http://www.sendspace.com/file/ivch22
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05-30-2010, 02:16 PM
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Discordant
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Join Date: Jan 2002
Posts: 305
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Quote:
Originally Posted by Akkadius
He did say it was just an early version, I am sure he is going to add quite a bit more to it.
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Oh, I understand that  I was talking more procedurally, for submitting to PEQ. Would I need to hunt through my year+ of eqlog files and search for NPC names to find any spells they used and manually add them? Just wondering how this works?
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05-30-2010, 03:04 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by cavedude
Found a problem, spawngroup is using the npcid for its id instead of the one you specify. The funny thing is, spawnentry is using the proper spawngroupID (meaning, the one you specify, and not the npcid.) In my testing, all other IDs look to be OK.
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Hopefully that is fixed in v1.3 (just uploaded it).
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05-30-2010, 03:14 PM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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There's got to be a way we could manipulate as script to pull raw loot tables from Lucy. And modify from there.
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05-30-2010, 03:50 PM
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Fire Beetle
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Join Date: Oct 2008
Location: .
Posts: 17
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Anyone able to get the rest or more of the sod zones? Would really love to see more sod stuff in eqemu.
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05-30-2010, 03:52 PM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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Quote:
Originally Posted by Tricyclethief
Anyone able to get the rest or more of the sod zones? Would really love to see more sod stuff in eqemu.
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Working on them
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05-30-2010, 04:01 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Quote:
Originally Posted by Akkadius
There's got to be a way we could manipulate as script to pull raw loot tables from Lucy. And modify from there.
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Gaeorn is working on that, actually. He did merchant lists, though there is a major bug with the output I need to talk to him about before the sql released.
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Hopefully that is fixed in v1.3 (just uploaded it).
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Yep, Derision that fixed it, I can now build! I did find one more tiny problem, though. You'll need to add a doorid field next to version. The doorid currently always starts at 1, and that will conflict if the zone already has doors in another version.
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What would be your suggestion in order to keep everything compatible and to be able to submit it to PEQ?
Also, this just gets doors, zone entries, NPC entries in-game. What about adding in special attacks, spells, loot, etc? What's the easiest way to help with this?
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To merge into PEQ is pretty tough, because for everything except for NPCs, we use the next available ID. If you feel comfortable, you can send any pcap logs you gather to me at npcswithoutfaces@gmail.com. Otherwise, I don't know a way for multiple people to successfully merge into PEQ, especially since our IDs are going to change QUICK now. SQLs won't help much in this case because the IDs will almost certainly conflict.
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05-30-2010, 04:13 PM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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Quote:
Originally Posted by cavedude
Gaeorn is working on that, actually. He did merchant lists, though there is a major bug with the output I need to talk to him about before the sql released.
Yep, Derision that fixed it, I can now build! I did find one more tiny problem, though. You'll need to add a doorid field next to version. The doorid currently always starts at 1, and that will conflict if the zone already has doors in another version.
To merge into PEQ is pretty tough, because for everything except for NPCs, we use the next available ID. If you feel comfortable, you can send any pcap logs you gather to me at npcswithoutfaces@gmail.com. Otherwise, I don't know a way for multiple people to successfully merge into PEQ, especially since our IDs are going to change QUICK now. SQLs won't help much in this case because the IDs will almost certainly conflict.
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A loot table script would be phenomenal. I wouldn't mind helping with this.
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05-30-2010, 04:21 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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Quote:
Originally Posted by cavedude
our IDs are going to change QUICK now. SQLs won't help much in this case because the IDs will almost certainly conflict.
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I did wonder if I could set variables for the starting Insert IDs at the start of the generated SQL and just reference them with increments afterwards, so you could just change
a few variables at the start to the next free IDs. I didn't know if I could do that in SQL, but I just tested it with select statements, and it seems to be possible:
Code:
set @myinsertid = 1001;
select id, name from npc_types where id = @myinsertid;
select id, name from npc_types where id = @myinsertid + 1;
Output:
Code:
mysql> source test.sql
Query OK, 0 rows affected (0.00 sec)
+------+-------------+
| id | name |
+------+-------------+
| 1001 | Guard_Mezzt |
+------+-------------+
1 row in set (0.00 sec)
+------+--------------+
| id | name |
+------+--------------+
| 1002 | Guard_Jerith |
+------+--------------+
1 row in set (0.00 sec)
So maybe that is the way to go.
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